Chapter 3 Flashcards

1
Q

Learning

A

A relatively permanent change in behaviour that is cause by experience

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2
Q

2 types of experiences

A
  • direct

- vicarious ex: viewing real life situations

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3
Q

Behavioural learning (2)

A
  1. classical conditioning

2. instrumental conditioning

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4
Q

classical conditioning - pavlov dog

A
It occurs when a stimulus that elicits a response is paired with another stimulus 
BEFORE CONDITIONING
- unconditional stimulus = food
- unconditional response = dog drooling
- neutral stimulus = whistle
- no response
DURING CONDITION 
- whistle + food = dog drooling (unconditioned response)
AFTER CONDITIONING 
- conditioned stimulus = whistle
- conditioned response = dog drooling
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5
Q

Stimulus generalization

A
  • family branding: when a manufacturer uses the same brand name on two or more individual products
    ex: Mr.clean
  • product line extension: is the use of an established product brand name for a new item in the same product category
    ex: coke
  • Licensing: involves obtaining permission from a company (licensor) to manufacture and sell one or more of its products within a defined market area.
    ex: disney
  • Look-alike: “it seems like” and refers to the practice of imitating the packaging of a famous product for attracting the public
    ex: head and shoulders vs no name
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6
Q

Instrumental conditioning

A
  • positive reinforcement (reward)
    ex: baby crying, give chocolate, stops crying
  • negative reinforcement (avoid negative outcome)
    ex: putting doe on so that you avoid people laughing at your odor

punishment (response followed by unpleasant events
ex: parking without paying, receive ticket

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7
Q

reinforcement schedule

A

The set of rules by which appropriate reinforcements are given for a behaviour.

  • fixed interval
  • variable interval
  • fixed ratio
  • variable ration
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8
Q

fixed interval

A

Reinforcement is delivered at predictable time intervals

result: Moderate response rate with significant pauses after reinforcement
ex: weekly paycheck

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9
Q

variable interval

A

Reinforcement is delivered at unpredictable time intervals

result: Moderate yet steady response rate
ex: checking Facebook

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10
Q

Fixed ratio

A

Reinforcement is delivered after a predictable number of responses

result: High responses rate with pauses after reinforcement
ex: Piecework– factory worker getting paid for every x number of items manufactured.

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11
Q

Variable ratio

A

Reinforcement is delivered after an unpredictable number of responses

result: high and steady response rate
ex: gambling

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12
Q

Cognitive learning theory

A

Stress the importance of internal mental process

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13
Q

Modeling

A

imitating others behaviours (celebrities/athletes)

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14
Q

modelling process

A

1) attention: the consumer focuses on a models behaviour
2) retention: the consumer retains this behaviour in memory
3) production processes: the consumer has the ability to perform the behaviour
4) motivation: a situation arises wherein the behaviour is useful to the consumer
5) observational learning: the consumer acquired and perform the behaviours earlier demonstrated by a model

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15
Q

Role of memory in learning

A

acquiring info. And storing it over time so that it will be available when needed

• mind= computer and data=input/output.

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16
Q

memory process

A

EXTERNAL INPUTS - ENCODING (information is place in memory) - STORAGE (information is retained in memory) - RETRIEVAL (information stored in memory is found as needed)

17
Q

relationship among memory systems

A
  • sensory memory
  • attention
  • short-term memory
  • elaborative rehearsal
  • long-term memory
18
Q

nostalgia

A

is a sentimentality for the past

ex: helps them target the older generation and people use facebook in order to allow people to share moments of nostalgia.
ex: burger kind change logo back